Actually countering mortal strikes wouldnt even help them that much.
Its not mortal strikes killing them, its the fact that 4 damage is REALLY easy to get. Golems are difficult to 1shot but theyre practically guaranteed to die in 2 rounds to anything thats got 2threat or more, which is
everything
right now.
If they traded Wind Runes for +1 armor flat they might be valid but that'd be a toughie to say if its worth it. Wind runes make them actually mobile lol
Wraith Equivalents
46 minutes ago, Waywardpaladin said:I want to see Daqan paladins with an upgrade to heal wounds off of units.
That's sounds great! Healing (using a spell) should be limited to the "Good" factions (Daqan, Latari) I think.
Waiqar has regeneration anyway and Uthuk could heal be causing damage (Flesh Rippers can do that already).
I'm also thinking Ironbound for Daqan!
Edited by Rentner65I cast another vote for Ironbound for the Daqan Lords. It's one of those really distinctive units, in my opinion, that help differentiate this game from other fantasy worlds.
Based on the Wraiths, I'd say that we can expect "heavy infantry" units to be on cavalry bases. Hopefully that doesn't cause problems in the future. For example, if Ironbound were cavalry, you could have Lord Hawthorne on his horse riding alongside Ironbound. Would that be weird? I imagine Ironbound would be very slow, which is kind of opposite of how I imagine mounted Hawthorne to move around the battlefield.
For the Latari, I think we'll get Yeron Riders as cavalry. They'll be kind of on par with the Wraiths because they should be able to fly over things like how the Wraiths can go through things. Trouble is, I wonder if they can do the wings justice if they are cramped in the cavalry tray. Perhaps a siege tray is better for them so you can appreciate the full glory of the Yeron.
For the Uthuk, I'm desperately hoping for Doombringers, but I think we'll get siege-based Obscenes after Viper Legion.
I like Hawkman's witch hunter idea.
A sort of Solomon Kane/Geralt of Rivia/Bloodborne's hunters lightly armored elite scout style unit. Theme wise, I'd like Daqan to remain largely mundane as far as foot soldiers go. Wizards few and far between, at least for a while, and relying on magic constructs like golems for the bulk of their magical support.
Similar to the wraiths they'd have a small max unit size. Focus on mobility. Limited to no ranged damage so they're not overlapping too much with a similar Latari unit down the line. High defense against ranged attacks and not much melee damage outside of special upgrade abilities. Basically a unit for hunting down other scout units and/or chasing objective tokens.
A similar Uthuk idea might be a living bomb. A unit with high mobility and no defense or damage outside of one life ending explosion ability that has crazy aoe. For objective hunting you can just rely on it's speed. There'd obviously need to be a way of limiting someone from making an entire army of bombs save one cheap unit that they hold back from the nukes. Though that could also be a lot of fun to play against.
7 hours ago, Xargonaut said:I hope. Although I did not play Daqan so far, they seem very straightforward, and Irounbounds could inject a little bit of fun to them, if they are designed as the Lore Guide suggests: very powerful but sometimes acting out of their own will...
That seems to be everyone's first impression, then they run straight at things and proceed to lose. IMO, Waiqur are the most straightforward faction currently. Daqan has some of the least mobile units natural (their cav and golems), so you need to make up for that with better than average maneuvering
Heavy infantry or another siege sound great, mages are always cool and fun. That siege golem can be retired to the pits of **** that's lame/ugly though.
1 hour ago, Budgernaut said:For the Uthuk, I'm desperately hoping for Doombringers, but I think we'll get siege-based Obscenes after Viper Legion.
I don't know the Doombringers. Can you explain what they are?
Edit: Ok nevermind, I just saw the pics on the internet. Bad *** insect. Immobilize and burrow... hmmm...
Edited by XargonautI'm very much expecting something that grants allies out of activation movement. I had assumed it would be a necromancer hero for Waiqar, but with Ankaur already out I don't know if we'll see another. Maybe a Daqan Rune Mage? Some kind of scout unit? They'll have to be careful because of how powerful extra movement is, but it definitely feels like design space worth exploring.
8 hours ago, Ywingscum said:So many potential design choices! Can't wait to see what comes next.
I also like stuff like dwarves for Daqan, lizardmen for elves, etc
No Dwarves are for Dwarves and Dragon Lords over lizard men this is not the game we do not mention...lol
42 minutes ago, OzKillswitch said:No Dwarves are for Dwarves and Dragon Lords over lizard men this is not the game we do not mention...lol
Monopoly had lizardmen?
So an infantry version of wizards. Ranged attack of one Red and [Stable Rune] Blue dice . Maybe have defense of [Stable Rune] too.
Mahkim > Lizardmen but I would buy Dragonkin army instantly ><
I would like to start to see more asymmetrical units for each army. So maybe another infantry or a siege unit could be added to Daqan and who knows for elves and demons!
I absolutely want winged lizardmen, but like Jupiter Ascending, or micronauts 'repto'. I also want say wild elves, for like a specialty scout unit. I want the yeron flying horse, shapeshifting magic elves. An upgrade for my archers stating, after they hit a unit give that unit an immobilize token, to represent sleep arrows. There's a long list of wants!
oh and dragon kin if they have wings totally fill my want of flying lizardmen
Edited by YwingscumI agree that Ironbound seems like the obvious choice. They could easily be larger infantry similar to how they've chosen to portray the Wraiths on "cavalry" bases.
Or they could go asymetrical and give us something else... I imagine a Roc Warrior could fit on a siege base like the Rune Golem/Carrion Lancer, especially if it has a clear post and is in flight.
8 hours ago, Waywardpaladin said:Mahkim > Lizardmen but I would buy Dragonkin army instantly ><
I honestly hope Mahkim don't get released, as if they do I'll have to collect three full armies and at that point I'd convince myself to get a fourth, probably the Uthuk Y'llan so I could play 2v2 with my friends...
In Descent, Ironbound are slow and are best when the enemy comes to them. They're good hallway blockers. I'm wondering how they could be made faster aside from Rune magic (like Rune Golems).
Maybe Elementals could be a unit. The set would come with Upgrade cards for each type of element - fire, water, earth, and air. Once you select a specific type upgrade, you would then have access to other specific cards related to that type upgrade - like a skill tree. So, if you choose Fire, you'd get access to cards 1, 2, and 3; if you choose Water, you'd get access to cards 4, 5, and 6. Then maybe there'd be an upgrade card for the Daqan Infantry Command that changes the Sorcerer to and Elemental Sorcerer for more options/bonuses.
pretty much the only thing i'll say about the daqans is theyre more forgiving due to their initiative numbers, but they arent straightforward. Upgrade card combinations are what makes them interesting, and with every release it gets even weirder. Not to mention Hawthorne messing up unit comps.
Spearmen are basically "point and click" on the battlefield. You practically have to TRY to screw them up. Runegolems, Cavalry, and the heroes and (on paper anyway havnt used them) Crossbowmen can easily get themselves in a bind if you arent careful, or worse yet just feel useless.
1 hour ago, Vineheart01 said:pretty much the only thing i'll say about the daqans is theyre more forgiving due to their initiative numbers, but they arent straightforward. Upgrade card combinations are what makes them interesting, and with every release it gets even weirder. Not to mention Hawthorne messing up unit comps.
Spearmen are basically "point and click" on the battlefield. You practically have to TRY to screw them up. Runegolems, Cavalry, and the heroes and (on paper anyway havnt used them) Crossbowmen can easily get themselves in a bind if you arent careful, or worse yet just feel useless.
Spears can get clever, more when running geomancers and such though, thats fun and different.